@tool extends "res://addons/godot_ai/handlers/command_handler.gd" const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd") ## Sizes a CollisionShape2D/CollisionShape3D to match a visual sibling's ## bounds. Auto-creates the concrete Shape subclass when the slot is empty ## or the requested type differs — bundling creation and sizing in a single ## undo action. ## ## Shape type defaults: Box for 3D, Rectangle for 2D. var _undo_redo: EditorUndoRedoManager var _connection func _init(undo_redo: EditorUndoRedoManager, connection = null) -> void: _undo_redo = undo_redo _connection = connection const _SHAPE_3D_CLASSES := { "box": "BoxShape3D", "sphere": "SphereShape3D", "capsule": "CapsuleShape3D", "cylinder": "CylinderShape3D", } const _SHAPE_2D_CLASSES := { "rectangle": "RectangleShape2D", "circle": "CircleShape2D", "capsule": "CapsuleShape2D", } const _GENERATED_BODY_CLASSES := { "static": "StaticBody3D", "area": "Area3D", } const _GENERATE_DIRECT_MAX_PATHS := 16 const _GENERATE_MAX_PATHS := 1024 ## One deferred request may spend this long across editor frames. The Python ## handler's timeout is this plus its transport margin (a source-shape test ## keeps the two together). const _GENERATE_DEFERRED_TIMEOUT_MS := 30000 ## Wall-clock budget one editor frame gives the job, the same order as the ## dispatcher's own tick budget: a 1024-path request neither stalls the editor ## nor waits out hundreds of near-empty frames. const _GENERATE_FRAME_BUDGET_USEC := 4000 const _GENERATE_COLLIDER_SUFFIX := "Collider" const _GENERATE_SCALE_EPSILON := 0.0001 ## Accept either the short form ("box") or the matching Godot class name ## ("BoxShape3D") — every other tool in the server takes class names, and ## resource_get_info(type="Shape3D") surfaces concrete_subclasses by class. ## Returns "" when neither form matches. static func _normalize_shape_type(type_map: Dictionary, requested: String) -> String: if type_map.has(requested): return requested for short_form in type_map: if type_map[short_form] == requested: return short_form return "" ## Generates sibling physics bodies and collision shapes for MeshInstance3D ## nodes. Every path and option is validated before the first mutation, and a ## deferred request re-validates each mesh again when it is applied, so a ## scene edited during the window can only fail the whole request, never ## leave a partially generated batch. func generate(params: Dictionary) -> Dictionary: var validated := _validate_generate_request(params) if validated.has("error"): return validated var request_id: String = params.get("_request_id", "") if _connection != null and not request_id.is_empty(): var job := _generate_job(validated, _undo_redo, _connection, request_id) _drive_generate_job(job, _connection) return { "_deferred": true, "_deferred_timeout_ms": _GENERATE_DEFERRED_TIMEOUT_MS, } ## `dispatch_direct()` strips the request id, so batch_execute and unit-test ## callers cannot yield across frames. Keep that compatibility path bounded; ## larger requests must use the normal MCP command and its deferred reply. var path_count: int = validated.paths.size() if path_count > _GENERATE_DIRECT_MAX_PATHS: return ErrorCodes.make( ErrorCodes.VALUE_OUT_OF_RANGE, ( "physics_shape_generate received %d paths; inside batch_execute at most %d are " + "supported — call resource_manage(op='physics_shape_generate') directly for larger batches" ) % [path_count, _GENERATE_DIRECT_MAX_PATHS], ) var job := _generate_job(validated, _undo_redo, null, "") while not _generate_step(job, -1): pass return job.result ## Validate the request shape and options first (no scene needed), then the ## edited scene. Nothing here touches a node. static func _validate_generate_request(params: Dictionary) -> Dictionary: var requested_shape := String(params.get("shape_type", "box")) var shape_type := _normalize_shape_type(_SHAPE_3D_CLASSES, requested_shape) if shape_type.is_empty(): return ErrorCodes.make( ErrorCodes.VALUE_OUT_OF_RANGE, "Invalid shape_type '%s'. Valid: %s" % [requested_shape, ", ".join(_SHAPE_3D_CLASSES.keys())] ) var body_type := String(params.get("body_type", "static")) if not _GENERATED_BODY_CLASSES.has(body_type): return ErrorCodes.make( ErrorCodes.VALUE_OUT_OF_RANGE, "Invalid body_type '%s'. Valid: %s" % [body_type, ", ".join(_GENERATED_BODY_CLASSES.keys())] ) var raw_paths: Variant = params.get("paths", []) if not raw_paths is Array: return ErrorCodes.make( ErrorCodes.WRONG_TYPE, "paths must be an array of MeshInstance3D scene paths, got %s" % type_string(typeof(raw_paths)), ) if raw_paths.is_empty(): return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: paths") if raw_paths.size() > _GENERATE_MAX_PATHS: return ErrorCodes.make( ErrorCodes.VALUE_OUT_OF_RANGE, "paths supports at most %d entries per request, got %d" % [_GENERATE_MAX_PATHS, raw_paths.size()], ) var paths: Array[String] = [] var seen := {} for index in raw_paths.size(): var raw_path: Variant = raw_paths[index] if not raw_path is String: return ErrorCodes.make( ErrorCodes.WRONG_TYPE, "paths[%d] must be a MeshInstance3D scene path string, got %s" % [index, type_string(typeof(raw_path))], ) if seen.has(raw_path): return ErrorCodes.make( ErrorCodes.VALUE_OUT_OF_RANGE, "paths lists %s twice (entries %d and %d); each mesh gets one collider" % [raw_path, int(seen[raw_path]), index], ) seen[raw_path] = index paths.append(raw_path) var scene_check := McpScenePath.require_edited_scene(params.get("scene_file", "")) if scene_check.has("error"): return scene_check return { "data": true, "scene_root": scene_check.node, "scene_file": params.get("scene_file", ""), "shape_type": shape_type, "body_type": body_type, "paths": paths, } ## Resolve one mesh and capture everything the apply step must find unchanged. static func _plan_generate_mesh( mesh_path: String, scene_file: String, scene_root: Node, shape_type: String ) -> Dictionary: var resolved := McpNodeValidator.resolve_or_error(mesh_path, "paths", scene_file) if resolved.has("error"): return resolved var node: Node = resolved.node if node == scene_root: return ErrorCodes.make( ErrorCodes.VALUE_OUT_OF_RANGE, "%s is the scene root — a sibling body needs a parent inside the scene" % mesh_path ) if not node is MeshInstance3D: return ErrorCodes.make( ErrorCodes.WRONG_TYPE, "Node at %s is %s — must be MeshInstance3D" % [mesh_path, node.get_class()] ) var mesh := node as MeshInstance3D var parent := mesh.get_parent() if parent == null: return ErrorCodes.make( ErrorCodes.INVALID_PARAMS, "MeshInstance3D at %s has no parent — cannot create a sibling body" % mesh_path ) if mesh.mesh == null: return ErrorCodes.make( ErrorCodes.RESOURCE_NOT_FOUND, "MeshInstance3D at %s has no mesh resource — there are no bounds to fit" % mesh_path ) var collider_name := mesh.name + _GENERATE_COLLIDER_SUFFIX var existing := parent.get_node_or_null(NodePath(collider_name)) if existing != null: return ErrorCodes.make( ErrorCodes.VALUE_OUT_OF_RANGE, "MeshInstance3D at %s already has a collider sibling at %s — remove or rename it first" % [mesh_path, McpScenePath.from_node(existing, scene_root)] ) ## A sibling in parent space inherits the parent chain's scale exactly like ## the mesh does, so its box matches the visual; but Godot cannot scale a ## sphere, capsule or cylinder non-uniformly (the warning it prints is a ## deformed collider). A top-level mesh ignores its parent's transform. if not mesh.top_level and shape_type != "box" and parent is Node3D: var parent_scale: Vector3 = (parent as Node3D).global_transform.basis.get_scale() var spread := absf(parent_scale.x - parent_scale.y) spread = maxf(spread, absf(parent_scale.y - parent_scale.z)) if spread > _GENERATE_SCALE_EPSILON * maxf(1.0, parent_scale.length()): return ErrorCodes.make( ErrorCodes.VALUE_OUT_OF_RANGE, ( "MeshInstance3D at %s sits under a parent chain scaled %s; a %s collider " + "cannot be scaled non-uniformly — use shape_type 'box' or reparent the mesh" ) % [mesh_path, parent_scale, shape_type] ) var source_transform := mesh.global_transform if mesh.top_level else mesh.transform var body_transform := Transform3D( Basis(source_transform.basis.get_rotation_quaternion()), source_transform.origin, ) var mesh_to_body := body_transform.affine_inverse() * source_transform var bounds: AABB = mesh_to_body * mesh.get_aabb() if bounds.size.x <= 0.0 or bounds.size.y <= 0.0 or bounds.size.z <= 0.0: return ErrorCodes.make( ErrorCodes.VALUE_OUT_OF_RANGE, "MeshInstance3D at %s has empty bounds %s — nothing to fit" % [mesh_path, bounds] ) return {"plan": { "mesh": mesh, "mesh_path": mesh_path, "parent": parent, "collider_name": collider_name, "top_level": mesh.top_level, "source_transform": source_transform, "body_transform": body_transform, "bounds": bounds, }} ## Why a plan captured earlier no longer describes the scene, or "" when it ## still does. Checked again right before each body is added, so a deferred ## request can never apply plan-time state to a mesh that moved, was ## reparented, lost its mesh, gained a collider, or went away meanwhile. static func _plan_stale_reason(plan: Dictionary) -> String: var mesh: MeshInstance3D = plan.mesh ## A node taken out of the tree and queued to free is still a valid ## instance for the rest of the frame; not being in the tree is what ## "removed" means here. if not is_instance_valid(mesh) or not mesh.is_inside_tree(): return "was removed" var parent: Node = plan.parent if not is_instance_valid(parent) or mesh.get_parent() != parent: return "was reparented" if mesh.top_level != bool(plan.top_level): return "changed its top_level setting" var source_transform := mesh.global_transform if mesh.top_level else mesh.transform if not source_transform.is_equal_approx(plan.source_transform): return "moved" if mesh.mesh == null: return "lost its mesh resource" if parent.get_node_or_null(NodePath(str(plan.collider_name))) != null: return "gained a collider sibling" return "" ## Build one detached body/collision pair from a prevalidated mesh plan. static func _create_generated_entry( plan: Dictionary, shape_type: String, body_type: String ) -> Dictionary: var mesh: MeshInstance3D = plan.mesh var body: CollisionObject3D = ClassDB.instantiate(_GENERATED_BODY_CLASSES[body_type]) body.name = str(plan.collider_name) body.top_level = bool(plan.top_level) body.transform = plan.body_transform var collision := CollisionShape3D.new() collision.name = "CollisionShape3D" var bounds: AABB = plan.bounds collision.position = bounds.get_center() var shape: Shape3D = ClassDB.instantiate(_SHAPE_3D_CLASSES[shape_type]) _apply_shape_size(shape, shape_type, {"aabb": bounds}, true) collision.shape = shape body.add_child(collision) return { "mesh": mesh, "parent": plan.parent, "body": body, "collision": collision, } ## Record all generated nodes as one undo action, optionally executing it. static func _commit_generated_action( created_nodes: Array[Dictionary], scene_root: Node, undo_redo: EditorUndoRedoManager, execute: bool, ) -> void: undo_redo.create_action("MCP: Generate physics shapes for %d mesh(es)" % created_nodes.size()) for entry in created_nodes: var parent: Node = entry.parent var body: CollisionObject3D = entry.body var collision: CollisionShape3D = entry.collision undo_redo.add_do_method(parent, "add_child", body, true) undo_redo.add_do_method(body, "set_owner", scene_root) undo_redo.add_do_method(collision, "set_owner", scene_root) undo_redo.add_do_reference(body) undo_redo.add_undo_method(parent, "remove_child", body) undo_redo.commit_action(execute) ## Build the public response after every body is present in the edited scene. static func _generated_response( created_nodes: Array[Dictionary], scene_root: Node, shape_type: String, body_type: String ) -> Dictionary: var created: Array[Dictionary] = [] for entry in created_nodes: created.append({ "mesh_path": McpScenePath.from_node(entry.mesh, scene_root), "body_path": McpScenePath.from_node(entry.body, scene_root), "shape_path": McpScenePath.from_node(entry.collision, scene_root), "shape_type": shape_type, "body_type": body_type, }) return {"data": {"created": created, "undoable": true}} ## The whole request as a value the frame loop (or a test) advances with ## `_generate_step`. Phase "plan" resolves and measures every path; phase ## "apply" re-validates each plan and adds its body immediately; the last ## step records one undo action and fills `result`. static func _generate_job( validated: Dictionary, undo_redo: EditorUndoRedoManager, connection, request_id: String ) -> Dictionary: return { "validated": validated, "undo_redo": undo_redo, "connection": connection, "request_id": request_id, "phase": "plan", "index": 0, "plans": [], "created": [], "result": {}, "started_ms": Time.get_ticks_msec(), } ## Advance the job for at most `budget_usec` of wall-clock time (0 does one ## item, a negative budget runs to completion). Returns true once `job.result` ## holds the reply, or once the request was abandoned (empty result). static func _generate_step(job: Dictionary, budget_usec: int) -> bool: if str(job.phase) == "done": return true var validated: Dictionary = job.validated var connection = job.connection if connection != null: if not _deferred_request_pending(connection, str(job.request_id)): ## The dispatcher gave up on this request (timeout, client gone): ## nothing may be left behind and nothing can be answered. _generate_rollback(job) job.phase = "done" return true if Time.get_ticks_msec() - int(job.started_ms) > _GENERATE_DEFERRED_TIMEOUT_MS: return _generate_fail(job, ErrorCodes.make( ErrorCodes.DEFERRED_TIMEOUT, "physics_shape_generate exceeded its %d ms budget" % _GENERATE_DEFERRED_TIMEOUT_MS, )) var scene_root: Node = validated.scene_root if not is_instance_valid(scene_root) or EditorInterface.get_edited_scene_root() != scene_root: return _generate_fail(job, ErrorCodes.make( ErrorCodes.EDITED_SCENE_MISMATCH, "The edited scene changed while physics shapes were generated", )) ## The budget is checked before each item after the first, so every step ## makes progress and a phase that just finished its last item moves on. var frame_start := Time.get_ticks_usec() var work := 0 var paths: Array = validated.paths while str(job.phase) == "plan": if int(job.index) >= paths.size(): job.phase = "apply" job.index = 0 break if work > 0 and budget_usec >= 0 and Time.get_ticks_usec() - frame_start >= budget_usec: return false var planned := _plan_generate_mesh( str(paths[int(job.index)]), str(validated.scene_file), scene_root, str(validated.shape_type) ) if planned.has("error"): return _generate_fail(job, planned) job.plans.append(planned.plan) job.index = int(job.index) + 1 work += 1 var plans: Array = job.plans while str(job.phase) == "apply" and int(job.index) < plans.size(): if work > 0 and budget_usec >= 0 and Time.get_ticks_usec() - frame_start >= budget_usec: return false var plan: Dictionary = plans[int(job.index)] var stale := _plan_stale_reason(plan) if not stale.is_empty(): var code: String = ErrorCodes.NODE_NOT_FOUND if stale == "was removed" else ErrorCodes.EDITED_SCENE_MISMATCH return _generate_fail(job, ErrorCodes.make( code, "MeshInstance3D at %s %s while physics shapes were generated; nothing was changed" % [str(plan.mesh_path), stale], )) var entry := _create_generated_entry(plan, str(validated.shape_type), str(validated.body_type)) var parent: Node = plan.parent parent.add_child(entry.body, true) entry.body.set_owner(scene_root) entry.collision.set_owner(scene_root) job.created.append(entry) job.index = int(job.index) + 1 work += 1 ## The nodes are already in the scene, so commit with execute=false: one ## atomic undo/redo action without replaying every mutation now. var created: Array[Dictionary] = [] created.assign(job.created) _commit_generated_action(created, scene_root, job.undo_redo, false) job.result = _generated_response( created, scene_root, str(validated.shape_type), str(validated.body_type) ) job.phase = "done" return true static func _generate_fail(job: Dictionary, error: Dictionary) -> bool: _generate_rollback(job) job.result = error job.phase = "done" return true ## Remove and free every body this job added; none is in an undo action yet. static func _generate_rollback(job: Dictionary) -> void: for entry in job.created: var body: Node = entry.body if not is_instance_valid(body): continue var parent := body.get_parent() if parent != null: parent.remove_child(body) body.free() job.created.clear() ## Check that the connection and deferred dispatcher entry are both live. static func _deferred_request_pending(connection, request_id: String) -> bool: if not is_instance_valid(connection): return false var dispatcher = connection.dispatcher return dispatcher == null or dispatcher.has_pending_deferred_response(request_id) ## Drive a deferred job one editor frame at a time and reply when it ends. ## `send_deferred_response` itself drops a reply whose request is gone. static func _drive_generate_job(job: Dictionary, connection) -> void: if not is_instance_valid(connection): return var tree: SceneTree = connection.get_tree() if tree == null: return ## The first yield lets the dispatcher register the deferred request before ## any validation error or successful result can be sent. await tree.process_frame while is_instance_valid(connection) and not _generate_step(job, _GENERATE_FRAME_BUDGET_USEC): await tree.process_frame if is_instance_valid(connection) and not job.result.is_empty(): connection.send_deferred_response(str(job.request_id), job.result) func autofit(params: Dictionary) -> Dictionary: var node_path: String = params.get("path", "") if node_path.is_empty(): return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path") var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path") if _resolved.has("error"): return _resolved var node: Node = _resolved.node var scene_root: Node = _resolved.scene_root var is_3d := node is CollisionShape3D var is_2d := node is CollisionShape2D if not (is_3d or is_2d): return ErrorCodes.make( ErrorCodes.WRONG_TYPE, "Node at %s is %s — must be CollisionShape3D or CollisionShape2D" % [node_path, node.get_class()] ) var source_path: String = params.get("source_path", "") var source: Node = null if source_path.is_empty(): var search := _find_bounds_visual(node, is_3d, scene_root) if search.has("error"): return search.error source = search.source else: source = McpScenePath.resolve(source_path, scene_root) if source == null: return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, "source_path: %s" % McpScenePath.format_node_error(source_path, scene_root)) var requested_shape: String = params.get("shape_type", "box" if is_3d else "rectangle") var type_map := _SHAPE_3D_CLASSES if is_3d else _SHAPE_2D_CLASSES var shape_type := _normalize_shape_type(type_map, requested_shape) if shape_type.is_empty(): var valid_pairs: Array[String] = [] for short_form in type_map: valid_pairs.append("%s (%s)" % [short_form, type_map[short_form]]) return ErrorCodes.make( ErrorCodes.VALUE_OUT_OF_RANGE, "Invalid shape_type '%s' for %s. Valid: %s" % [requested_shape, node.get_class(), ", ".join(valid_pairs)] ) var shape_class: String = type_map[shape_type] # Measure the visual. var bounds := _measure_bounds(source, is_3d) if bounds.has("error"): return bounds.error # Reuse the existing shape if it already matches the requested class; # otherwise create a fresh one of the right type in the same undo action. var existing_shape: Shape3D = null var existing_shape_2d: Shape2D = null if is_3d: existing_shape = node.shape else: existing_shape_2d = node.shape var needs_new_shape := false if is_3d: needs_new_shape = existing_shape == null or existing_shape.get_class() != shape_class else: needs_new_shape = existing_shape_2d == null or existing_shape_2d.get_class() != shape_class var target_shape: Resource if needs_new_shape: var instance := ClassDB.instantiate(shape_class) if instance == null: return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s" % shape_class) target_shape = instance else: target_shape = existing_shape if is_3d else existing_shape_2d # Compute and apply size. var size_info := _apply_shape_size(target_shape, shape_type, bounds, is_3d) var old_shape = existing_shape if is_3d else existing_shape_2d _undo_redo.create_action("MCP: Autofit %s on %s" % [shape_class, node.name]) if needs_new_shape: _undo_redo.add_do_property(node, "shape", target_shape) _undo_redo.add_undo_property(node, "shape", old_shape) _undo_redo.add_do_reference(target_shape) else: # Existing shape stays, but its size changes — snapshot size for undo. for key in size_info.applied: var new_val = target_shape.get(key) var old_val = size_info.previous.get(key) _undo_redo.add_do_property(target_shape, key, new_val) _undo_redo.add_undo_property(target_shape, key, old_val) _undo_redo.commit_action() return { "data": { "path": node_path, "source_path": McpScenePath.from_node(source, scene_root) if source_path.is_empty() else source_path, "shape_type": shape_type, "shape_class": shape_class, "shape_created": needs_new_shape, "size": size_info.size_response, "undoable": true, } } ## Returns `{source: Node}` on success, `{error: }` on failure. ## Ambiguous tier-2 matches put candidate scene paths in ## `error.data.candidates` so callers can pick one explicitly. static func _find_bounds_visual(collision_node: Node, is_3d: bool, scene_root: Node) -> Dictionary: var parent := collision_node.get_parent() if parent == null: return {"error": _no_visual_error(is_3d)} # Tier 1: direct siblings of the collision shape. Uses the broad # VisualInstance3D filter for backwards compatibility — callers who put # the visual directly next to the collision picked it on purpose. var siblings := _measurable_visuals(parent.get_children(), collision_node, is_3d, false) if not siblings.is_empty(): return {"source": siblings[0]} # Tier 2: parent siblings (uncles). Tighten the filter to # GeometryInstance3D so we don't auto-pick a Light3D / DirectionalLight3D # as a collision source. Auto-pick only when unambiguous; surface # multiple candidates so the agent chooses. var grandparent := parent.get_parent() if grandparent == null: return {"error": _no_visual_error(is_3d)} var uncles := _measurable_visuals(grandparent.get_children(), parent, is_3d, true) if uncles.size() == 1: return {"source": uncles[0]} if uncles.size() > 1: var paths: Array[String] = [] for n in uncles: paths.append(McpScenePath.from_node(n, scene_root)) var msg := "Multiple visual candidates near %s — pass source_path explicitly. Candidates: %s" % [ McpScenePath.from_node(collision_node, scene_root), ", ".join(paths), ] var err := ErrorCodes.make(ErrorCodes.INVALID_PARAMS, msg) err["error"]["data"] = {"candidates": paths} return {"error": err} return {"error": _no_visual_error(is_3d)} ## Filter `nodes` for ones we can measure as a collision source. When ## `strict` is true (tier 2 / uncles) only GeometryInstance3D counts in 3D — ## avoids picking up lights as accidental sources. 2D filter is already ## narrow enough that strictness doesn't change behavior. static func _measurable_visuals(nodes: Array, exclude: Node, is_3d: bool, strict: bool) -> Array[Node]: var out: Array[Node] = [] for n in nodes: if n == exclude: continue if is_3d: if strict: if n is GeometryInstance3D: out.append(n) elif n is VisualInstance3D: out.append(n) elif n is Sprite2D or n is TextureRect: out.append(n) return out static func _no_visual_error(is_3d: bool) -> Dictionary: var hint := "MeshInstance3D" if is_3d else "Sprite2D" return ErrorCodes.make( ErrorCodes.INVALID_PARAMS, "No visual found near collision shape — searched siblings and parent-siblings. Pass source_path explicitly (e.g. a %s)" % hint, ) ## Measure the visual bounds of `source`. Returns {aabb: AABB} for 3D or ## {rect: Rect2} for 2D on success, or {error: ...} on failure. ## Bounds are returned in world-ish size (local extents scaled by the source ## node's own transform scale) so a MeshInstance3D at scale=(2,2,2) gives an ## 8× volume collider, not a unit collider. static func _measure_bounds(source: Node, is_3d: bool) -> Dictionary: if is_3d: if source is VisualInstance3D: var aabb: AABB = (source as VisualInstance3D).get_aabb() # get_aabb() is local-space; apply the source's scale so the # collider tracks what you actually see in the viewport. Going # through the transform keeps a mirrored (negative) scale a # positive size, which BoxShape3D would otherwise reject. var scale_3d: Vector3 = (source as Node3D).transform.basis.get_scale() return {"aabb": Transform3D(Basis.from_scale(scale_3d), Vector3.ZERO) * aabb} return {"error": ErrorCodes.make( ErrorCodes.WRONG_TYPE, "Source %s has no measurable 3D bounds (must be VisualInstance3D subclass)" % source.get_class() )} # 2D if source is Sprite2D: var s: Sprite2D = source var srect: Rect2 = s.get_rect() # get_rect() reports the local texture rect and ignores scale. srect.position = srect.position * s.scale srect.size = srect.size * s.scale return {"rect": srect} if source is TextureRect: var tr: TextureRect = source # tr.size is the Control's laid-out size, which is Vector2.ZERO # before the first layout pass (e.g. just after the node was created # via MCP). Fall back to the texture's own size when that happens, # so autofit doesn't silently produce a zero-sized shape. var tr_size: Vector2 = tr.size if tr_size.is_zero_approx(): if tr.texture != null: tr_size = tr.texture.get_size() * tr.scale else: return {"error": ErrorCodes.make( ErrorCodes.INVALID_PARAMS, "TextureRect at %s has zero layout size and no texture to fall back to — autofit would produce a zero-sized shape" % source.name )} return {"rect": Rect2(Vector2.ZERO, tr_size)} return {"error": ErrorCodes.make( ErrorCodes.WRONG_TYPE, "Source %s has no measurable 2D bounds (must be Sprite2D or TextureRect)" % source.get_class() )} ## Apply size to `shape` based on `bounds` and the requested shape_type. ## Returns {applied: [property_names], previous: {name: old_value}, size_response: dict}. static func _apply_shape_size(shape: Resource, shape_type: String, bounds: Dictionary, is_3d: bool) -> Dictionary: var applied: Array[String] = [] var previous := {} var size_response := {} if is_3d: var aabb: AABB = bounds.aabb var size_v: Vector3 = aabb.size match shape_type: "box": previous["size"] = shape.get("size") (shape as BoxShape3D).size = size_v applied.append("size") size_response = {"x": size_v.x, "y": size_v.y, "z": size_v.z} "sphere": var r := maxf(maxf(size_v.x, size_v.y), size_v.z) * 0.5 previous["radius"] = shape.get("radius") (shape as SphereShape3D).radius = r applied.append("radius") size_response = {"radius": r} "capsule": var cap := shape as CapsuleShape3D var r2 := maxf(size_v.x, size_v.z) * 0.5 var h := size_v.y previous["radius"] = cap.radius previous["height"] = cap.height # CapsuleShape3D enforces height >= 2*radius and silently # clamps setters that would violate it. Read back the # stored values so the response reflects reality. cap.radius = r2 cap.height = h applied.append("radius") applied.append("height") size_response = {"radius": cap.radius, "height": cap.height} "cylinder": var cyl := shape as CylinderShape3D var r3 := maxf(size_v.x, size_v.z) * 0.5 var ch := size_v.y previous["radius"] = cyl.radius previous["height"] = cyl.height cyl.radius = r3 cyl.height = ch applied.append("radius") applied.append("height") size_response = {"radius": cyl.radius, "height": cyl.height} else: var rect: Rect2 = bounds.rect var sz: Vector2 = rect.size match shape_type: "rectangle": previous["size"] = shape.get("size") (shape as RectangleShape2D).size = sz applied.append("size") size_response = {"x": sz.x, "y": sz.y} "circle": var cr := maxf(sz.x, sz.y) * 0.5 previous["radius"] = shape.get("radius") (shape as CircleShape2D).radius = cr applied.append("radius") size_response = {"radius": cr} "capsule": var cap2 := shape as CapsuleShape2D var cr2 := sz.x * 0.5 var ch2 := sz.y previous["radius"] = cap2.radius previous["height"] = cap2.height # CapsuleShape2D has the same height >= 2*radius invariant # as its 3D counterpart; read back what Godot actually kept. cap2.radius = cr2 cap2.height = ch2 applied.append("radius") applied.append("height") size_response = {"radius": cap2.radius, "height": cap2.height} return {"applied": applied, "previous": previous, "size_response": size_response}